MashmalloMan wrote: »In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.
Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".
I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.
The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?
You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.
MashmalloMan wrote: »In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.
Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".
I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.
The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?
You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.
MashmalloMan wrote: »In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.
Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".
I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.
The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?
You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.
DrNukenstein wrote: »Low health or heavy attack condition good
next skill cast condition bad
I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
ESO_Nightingale wrote: »DrNukenstein wrote: »Low health or heavy attack condition good
next skill cast condition bad
I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.
I guess the name is weird but the skill itself is useful enough. Melee gankers can make decent use of it
DrNukenstein wrote: »Low health or heavy attack condition good
next skill cast condition bad
I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
Seraphayel wrote: »Isn’t the skill only centered around the character? Is it basically useless for a ranged player that wants to stay at range?
ssewallb14_ESO wrote: »I love the current iteration. Is it a bit samey? Yes, but that's not necessarily a bad thing as it allows for skill combos with other scribing skills. It can also as of now be bash cancelled which adds a cool interaction for tanks and bash builds.
It would be cool to adjust the proc condition though as suggested.
MashmalloMan wrote: »ESO_Nightingale wrote: »DrNukenstein wrote: »Low health or heavy attack condition good
next skill cast condition bad
I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.
As long as it was a partially charged heavy attack it would be good.
ESO_Nightingale wrote: »MashmalloMan wrote: »ESO_Nightingale wrote: »DrNukenstein wrote: »Low health or heavy attack condition good
next skill cast condition bad
I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.
As long as it was a partially charged heavy attack it would be good.
Very strange in pve though, wouldn't enjoy it that much.
Unified_Gaming wrote: »Seraphayel wrote: »Isn’t the skill only centered around the character? Is it basically useless for a ranged player that wants to stay at range?
Yeah it doesn't have range on it at all. It's an aoe around you similar to pulsar or whirling blades.